My backend bakery is a spot where I mention my own stuff that I'm working on, but don't feel comfortable doing a full release. Maybe something is off, alpha quality, could be bugged. Or some other nagging thing bothering me about what I make.
But don't expect any tech support. So what do I want to talk about? Today it's two things.
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1.
https://github.com/storall/asar/tree/_storall_I like asar a lot but don't know why. Maybe it's lightweight and simple enough to play around with game hacks (for non-pros). But it only supports the snes.
So I hacked in some basic assembler support for nes, gameboy, pc-engine. I've thought about adding SMS/GG support also in future. It works kinda similar to xkas-plus by devinacker
https://github.com/devinacker/xkas-plusI did some testing and use it myself but I expect there to be lots of strange bugs. Honestly don't expect or ask the upstream RPGHacker to include it. The code would make any proud parent of their work so sad to include something like the mungy hacks I put in.
But! If you are serious about trying it on Windows; Linux will have to hand-compile using appveyor or something.
https://github.com/storall/asar/raw/_storall_/bin/asar.exeIf you try to compile say, ShadowOne333's Zelda 1 Redux code
https://github.com/ShadowOne333/The-Legend-of-Zelda-Reduxyou'll be disappointed. While it can handle ';' and '//' comments, the other xkas stuff have to be asar converted. Forgot what I changed but got a 1:1 ips copy.
ex.
asar --no-title-check cv2_fixes.txt "Castlevania II - Simon's Quest (USA).nes"
https://raw.githubusercontent.com/storall/Castlevania2/master/fixes/cv2_fixes.txthttps://raw.githubusercontent.com/storall/Castlevania2/master/blocks/cv2_blocks.txtWhich brings to #2.
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2.
https://github.com/storall/Castlevania2You should play
Bisqwit's versionhttps://www.romhacking.net/forum/index.php?topic=15524.0The man is a super genius who is
-still- updating the game engine today.
It lacks some stuff I wanted in my own build. One is some basic game fixes
https://github.com/storall/Castlevania2_Bakery/tree/master/fixes(because mainly I'm afraid of falling through floors by
binarck; ips is provided)
And the annoyances fixes by
tkempkes is pretty cool. But I wanted to go a bit further with the nuisance blocks.
https://github.com/storall/Castlevania2_Bakery/tree/master/blocks

Instead of removing the false floors, I shaded it differently. Obvious enough what they are but keeping with the scenery. And the breakable blocks I wanted to give a hint where they are but not make them stand out.
So what am I complaining about?? I'm still wondering if the pixels can be drawn differently or recolored. Are the breakables too obvious?? Zelda 1 Redux did a nice job improving with the subtle hints; mine I don't feel satisfied with. If someone else has a working solution, go ahead and draw! Upload it to RHDN!
I probably missed replacing some blocks somewhere in the world so you've been told now.
And I'm definitely partly halfway interested in testing other CV2 hacks compatibility with Bisqwit 2.11.1-ntsc. If they're broken, maybe I'll give a shoutout or code update right here. Or provide my own tweaked inspiration.
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Okay! Took enough of your time.